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Virtual Methods

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Notes<br />

Doing Anthropology in Cyberspace • 155<br />

1. The research was conducted from 1998 to 2000 during my master’s degree in<br />

Social Anthropology at PPGAS/UFSC, Florianópolis, Brazil. Its outcomes<br />

are in my MA dissertation ‘Living at the Palace: The Ethnography of a Social<br />

Environment in Cyberspace’ (Guimarães 2000a) as well as in some papers<br />

(Guimarães 1999, 2000b). The project was funded by CNPq.<br />

2. ‘Multimedia sociability platform’ is used here to refer to software for communication<br />

in cyberspace that employs not only text-based resources but also<br />

audio, video, graphics and avatars. The distinction between environments and<br />

platforms is discussed later.<br />

3. On the user side, The Palace requires the download of a client program that<br />

connects to the servers. At the time of the fieldwork a plug-in for web<br />

browsers was being developed, although this did not get much attention from<br />

the users and never achieved widespread use.<br />

4. The software recognizes four categories of users: Guests, who can only chat<br />

but cannot change the appearance of their avatars or even choose their nicknames,<br />

Members, who can change their avatars, Gods, the server’s managers,<br />

who can configure the rooms as well as moderate the interaction in the environment<br />

through disciplinary measures and Wizards whose role is to control<br />

the behaviour in the servers and have almost as many powers as the Gods.<br />

5. It was found that users not only employ the resources provided by the platforms<br />

in order to collectively elaborate their culture but also transform and<br />

resignify those resources in ways often unforeseen by the applications’ developers.<br />

These boundary negotiation processes between users and developers<br />

and the implications for online embodiment and personhood are the subject<br />

of the project ‘Avatars: Technologies of Embodiment in Cyberspace’<br />

(Guimarães 2002, 2003).<br />

6. The Journal of Computer Mediated Communication (http://www.ascusc.org/<br />

jcmc/index.html, accessed 16 February 2004), for instance, has a specific issue<br />

about online performance (vol. 2, issue 4 1997). See also Danet (2001) for a very<br />

comprehensive analysis of performative use of text in online communication.<br />

7. Despite the fact that a philosophically informed discussion about the ‘reality’<br />

of online experience is fascinating, it by far exceeds the limits of this chapter.<br />

8. This move is also made by other scholars such as Jones (1995), Watson<br />

(1997), Wellman and Gulia (1999), among others.<br />

9. In this chapter it is not possible to review this discussion in detail.<br />

10. The theoretical development of this argument follows the references of<br />

Brazilian Urban Anthropology, which has a relatively long tradition of anthropological<br />

reflection in complex societies. Unfortunately, it is not possible to<br />

develop this discussion here.

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